Rear Arc Ship?

By Crabbok, in Star Wars: Armada

In my hopes of "new" ideas that future waves could bring, I am hoping for all kinda of new and fun things. Rebels ships with strong, Front arcs. Imperial ships with broadside abilities, A-symmetrical firing arcs for a ship perhaps?

But what if a ship had a stronger REAR arc. The idea being that it wants to fly past you and get you best after it's passed you by. I don't know if there is any ship that conforms to that in the Star Wars universe, but the idea itself could be somewhat cool. A ship you certainly would never want to chase. It would fly way differently.

They're currently isn't. Unless you count the SSD,that thing'll get you coming or going

I will say that is one nice thing about the Raider. It has 2 all the way around so you are never showing a weak shield (even thought they are all weak shields at 2)

In my hopes of "new" ideas that future waves could bring, I am hoping for all kinda of new and fun things. Rebels ships with strong, Front arcs. Imperial ships with broadside abilities, A-symmetrical firing arcs for a ship perhaps?

But what if a ship had a stronger REAR arc. The idea being that it wants to fly past you and get you best after it's passed you by. I don't know if there is any ship that conforms to that in the Star Wars universe, but the idea itself could be somewhat cool. A ship you certainly would never want to chase. It would fly way differently.

Hapian Battle Dragon maybe, given that it is spherical, but otherwise I don't think pointing your engines at the enemy is a good strategy.

Don't think we will have a ship where the rear arc is the best...to me it just doesn't make sense.

Now I will agree that it would be nice if there were more options to choose from for each faction. Right now, Imperials pretty much favor driving right toward the enemy for their nice front arc, whereas Rebels want to keep that circle going and use their broadsides.

Would be nice to see some ships that have nice broadside in exchange for a weaker front arc, and vice versa for Rebels, good front, weaker sides.

I believe the winged MC80 was more focused on front arc than side, so that could be a good option for rebels. Imperials though, I can't think of a ship that is supposed to have good side arcs.

I feel like people are forgetting that the Empire already has a pretty brutal broadsider with narrow front arcs in the Gladiator.

Personally, I'd love to see an Ordnance upgrade card to the effect of "Mine layer" or charge dropper that adds black dice to the rear arc of a ship.

If both sides had broadsiders and strong front arcs then you would loose some of the uniqueness of each faction, which is something they are trying to maintain.

And the strong front arc was the imperial responce to the strong broadside of the clone war. The thinking was to unload on the ship and destroy it before it get alongside you ship to unload

I feel like people are forgetting that the Empire already has a pretty brutal broadsider with narrow front arcs in the Gladiator.

Personally, I'd love to see an Ordnance upgrade card to the effect of "Mine layer" or charge dropper that adds black dice to the rear arc of a ship.

Did you say 'Seismic Charges'? 'Cause I heard 'Seismic Charges'.

Just how many dice does that rear arc need to make up for the fact that it's nigh useless? The biggest issue I see is that in order for it to fit into the power curve the benefit of using it has to be so absurdly good that games with it turn into "rear arc => yey win VS no rear arc => lose". Reminds me of Hearthstone's Astral communication, which gives you an incredible amount of power but absolutely no ability to use it.

The rebel ships tend to allow for more "balanced" shooting fore and aft.

I've found the Assault Frigate to be particularly handy at this as while the rear arc is the same angle as the front arc, it doesn't run to the corners of the card and seems (to me anyway) to make it a bit easier to get a double arc rear shot as you move past something.

Just how many dice does that rear arc need to make up for the fact that it's nigh useless? The biggest issue I see is that in order for it to fit into the power curve the benefit of using it has to be so absurdly good that games with it turn into "rear arc => yey win VS no rear arc => lose". Reminds me of Hearthstone's Astral communication, which gives you an incredible amount of power but absolutely no ability to use it.

The number of games I've won at the last second with a hail mary rear-arc shot is... well it's large.

Could also serve to make flanking the rear arc of a star destroyer less attractive if getting too close means they'll brutalize you with ordnance.

Just how many dice does that rear arc need to make up for the fact that it's nigh useless? The biggest issue I see is that in order for it to fit into the power curve the benefit of using it has to be so absurdly good that games with it turn into "rear arc => yey win VS no rear arc => lose". Reminds me of Hearthstone's Astral communication, which gives you an incredible amount of power but absolutely no ability to use it.

The number of games I've won at the last second with a hail mary rear-arc shot is... well it's large.

Could also serve to make flanking the rear arc of a star destroyer less attractive if getting too close means they'll brutalize you with ordnance.

Right, so why spend points to add a hail-mary slot? Or one that, at best, hurts certain strategies? I'd rather spend those points on PEW that I'll be using on a regular basis.

A ship specifically designed to be Rear Arc would have to be fast and would have to have good (IIs) at the last click at the latter end of the speed bands.

Speed, Turn, Spray, Get out of Dodge.

Just how many dice does that rear arc need to make up for the fact that it's nigh useless? The biggest issue I see is that in order for it to fit into the power curve the benefit of using it has to be so absurdly good that games with it turn into "rear arc => yey win VS no rear arc => lose". Reminds me of Hearthstone's Astral communication, which gives you an incredible amount of power but absolutely no ability to use it.

The number of games I've won at the last second with a hail mary rear-arc shot is... well it's large.

Could also serve to make flanking the rear arc of a star destroyer less attractive if getting too close means they'll brutalize you with ordnance.

Right, so why spend points to add a hail-mary slot? Or one that, at best, hurts certain strategies? I'd rather spend those points on PEW that I'll be using on a regular basis.

What strategy does it hurt? If I were running say, a bunch of Vic-Is it would be nice to have a card to disincentivize flanking to my abysmal rear arc that I will never be able to pull away.

A ship specifically designed to be Rear Arc would have to be fast and would have to have good (IIs) at the last click at the latter end of the speed bands.

Speed, Turn, Spray, Get out of Dodge.

Depends on what that rear arc is for. Personally I wouldn't mind having it on a slow, large base ship that can block anyone following it and lock them in the danger zone.

All theory, of course.

Just how many dice does that rear arc need to make up for the fact that it's nigh useless? The biggest issue I see is that in order for it to fit into the power curve the benefit of using it has to be so absurdly good that games with it turn into "rear arc => yey win VS no rear arc => lose". Reminds me of Hearthstone's Astral communication, which gives you an incredible amount of power but absolutely no ability to use it.

The number of games I've won at the last second with a hail mary rear-arc shot is... well it's large.

Could also serve to make flanking the rear arc of a star destroyer less attractive if getting too close means they'll brutalize you with ordnance.

Right, so why spend points to add a hail-mary slot? Or one that, at best, hurts certain strategies? I'd rather spend those points on PEW that I'll be using on a regular basis.

What strategy does it hurt? If I were running say, a bunch of Vic-Is it would be nice to have a card to disincentivize flanking to my abysmal rear arc that I will never be able to pull away.

A ship specifically designed to be Rear Arc would have to be fast and would have to have good (IIs) at the last click at the latter end of the speed bands.

Speed, Turn, Spray, Get out of Dodge.

Depends on what that rear arc is for. Personally I wouldn't mind having it on a slow, large base ship that can block anyone following it and lock them in the danger zone.

All theory, of course.

That's what I'm saying.

By saying designed to be Rear Arc, that means that the Rear arc is the Primary Offensive Firepower of the ship, rather than it just being a slow offensive oriented back, that defensively has a strong back arc.

If this ship ever gets made, it needs to be called the Spathi Eluder.

There is only a couple of ships that I "plan" on using the rear arc and that's:

1)my Neb Bs as they perform their high speed getting their side arcs out the way manoeuvre ( the one you do if your not sacrificing your Neb).

2) Paragon as part of its always getting two arcs on fly pass.

3) defiance ( if I play it) putting in two arcs (front and Side then side and rear) as it slowly floats passed.

All of theses ship also have comparatively good (better that it's sides for the neb) rear shields so you want to be considering how you will be getting those rear shots off, as it can be quicker than trying to reengage with the front arc.

If this ship ever gets made, it needs to be called the Spathi Eluder.

Merrily flying through space unloading their BUTTs on the enemy...

I'm pretty sure there was a historical Light Cruiser or Battle Cruiser out there that was designed with it's primary armament of all aft guns (offset) so that it could shoot at whatever ship was chasing it while it conducted coastal raids and still do broadsides as needed. Either that or it was a fever dream I had when reading about strategies in Rule The Waves.

Either way it was probably French. They really had some kind of mad genus working their ship design office. Case in point, the closest thing to an ISD, the Richelieu. 8 15" guns. In quad turrets. Superimposed. No need to broadside, just point it at the enemy.

I'm pretty sure there was a historical Light Cruiser or Battle Cruiser out there that was designed with it's primary armament of all aft guns (offset) so that it could shoot at whatever ship was chasing it while it conducted coastal raids and still do broadsides as needed. Either that or it was a fever dream I had when reading about strategies in Rule The Waves.

Either way it was probably French. They really had some kind of mad genus working their ship design office. Case in point, the closest thing to an ISD, the Richelieu. 8 15" guns. In quad turrets. Superimposed. No need to broadside, just point it at the enemy.

Boulton-Paul Defiant, perhaps?

Was thinking a ship, not a plane, but good google bait. :D

Was thinking a ship, not a plane, but good google bait. :D

Closest analogy I could think of! :)